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==Army List== ===Overview=== Heroes: Warlord, Shadowmaster Core: 1+ Warriors, Chaurus, 0-1 Slaves Elite: Spidermasters, Deepcrawlers, Gloomweavers, Wretches, Trappers Support: Frostbite Spiders, Chaurus Hunters, Skeever Swarms, Spiderling Swarms, Gehenoth ===Heroes=== [[Image:FalmerWarlord.jpg|thumb|550px|right|]] ====Falmer Warlord==== Falmer, Independent Character, Infantry, Skirmish Falmer Warlords use 25mm x 25mm bases. 60 pts(80 pts for Warmonger) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Nightprowler | 4 | 3 | 4 | 4 | 2 | 4 | 3 | 8 | 3 | 6+ |- | Warmonger | 4 | 3 | 4 | 4 | 3 | 4 | 3 | 9 | 3 | 6+ |} '''Wargear:''' Poisoned(4+) Hand Weapon, Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath Cover of Darkness: If an army contains one or more models with this special rule, if Night Fighting occurs Turn 1, it lasts d3 turns. Otherwise, start rolling for Night Fighting on Turn 4(if the normal rolling for Night Fighting applies at all to the scenario). Tyrants of the World Below: An army containing one or more Warmongers gets +1 to its Reserve Rolls while one is alive. A Falmer Warlord may take: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +6 pts *Shield +5 pts *Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +6 pts *Spell: Frostbite or Sparks +6 pts *Poisoned(4+) Blowgun +6 pts A Falmer Warlord may replace his Hand Weapon with: *Poisoned(4+) Dagger (free) *Poisoned(4+) Spear +2 pts A Falmer Warlord may take one of the following spells: Icy Spear, Chain Lightning, Shock, Ice Spike, Minor Healing for +6 pts A Falmer Warlord may take any of the following Poisons on one or more weapon: *Fleshwilt Poison +10 pts per weapon *Chaurus Bile +20 pts per weapon *Mindbreak Poison +4 pts per weapon *Lingering Death +6 pts per weapon *Frostbite Venom (free) *Nervegrasp +10 pts per weapon *Wearyblood Draught +10 pts per weapon *Steelbane Acid +8 pts per weapon A Falmer Warlord may upgrade his Chitin Armour to: Hardened Chitin Armour +8 pts Carapace Armour +20 pts(Warmonger only) A Falmer Warlord may be mounted on one of the following: *Chaurus +45 pts *Giant Frostbite Spider + 55 pts A Nightprowler may take up to 30 pts of magic items from the armory where appropriate. A Warmonger may take up to 40 pts of magic items from the armory where appropriate, and may purchase either Auri'El's Bow, Auri'El's Shield, or the Spear of the Snow Prince, in addition to the base 40 points spent on magic items(see the Armory and the Artifacts of Tamriel Supplement for rules). ====Falmer Shadowmaster==== Falmer, Independent Character, Infantry, Skirmish Falmer Shadowmasters use 25mm x 25mm bases. 50 pts {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Shadowmaster | 4 | 4 | 3 | 4 | 2 | 3 | 2 | 9 | 6 | - |} '''Spells:''' Bound Sword, Frostbite, Ward, Oakflesh '''Special Rules:''' Twisted Souls, The Hordes Beneath A Falmer Shadowmaster may replace any number of their starting spells with: *13+ or lower (free) *14+ or higher +10 pts A Falmer Shadowmaster may take a Poisoned(4+) Blowgun for +6 pts, A Falmer Shadowmaster may take any of the following Poisons on one or more weapon: *Fleshwilt Poison +10 pts per weapon *Chaurus Bile +20 pts per weapon *Mindbreak Poison +4 pts per weapon *Lingering Death +6 pts per weapon *Frostbite Venom (free) *Nervegrasp +10 pts per weapon *Wearyblood Draught +10 pts per weapon *Steelbane Acid +8 pts per weapon A Falmer Shadowmaster may take one of the following: *Chitin armor for +2 pts *Hardened Chitin armor for +10 pts A Falmer Shadowmaster may be mounted on one of the following: *Chaurus +45 pts *Giant Frostbite Spider +55 pts A Shadowmaster may take up to any number of magic items from the armory where appropriate. ===Core=== [[Image:FalmerWarrior.jpg|thumb|350px|right|]] ====Falmer Warriors==== Falmer, Horde, Infantry 10-25 models per unit, 25mm x 25mm base 8 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Warriors | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 6 | 2 | 6+ |- | Raid Leader | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 7 | 2 | 6+ |- | Shaman | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 4 | - |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath, Character(Shaman and Raid Leader) One Model may be upgraded to one of the following for +16 pts *Shaman (has Bound Sword, Frostbite, may exchange for other spells 9+ lower) *Raid Leader (has Chitin Armour and HW Poisoned 4+) The entire unit may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model *Spell: Frostbite or Sparks +2 pt per model The entire unit may replace their Hand Weapon with: *Poisoned(4+) Dagger (free) *Poisoned(4+) Spear +1 pt per model The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model A Raid Leader may take up to 8 pts of magic items from the armory where appropriate. A Shaman may take up to 15 pts of magic items from the armory where appropriate. ====Chaurus==== Horde, Scuttling Beasts 3-10 Chaurus per unit, 0-5 Chaurus Reaper per unit The smaller Chaurus use 25mm x 25mm bases. Chaurus Reapers use 25mm x 50mm cavalry bases. 8 pts per Chaurus, 15 pts per Chaurus Reaper {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Chaurus | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | 0 | 5+ |- | Chaurus Reaper | 2 | 2 | 3 | 3 | 2 | 2 | 1 | 5 | 0 | 4+ |} '''Wargear:''' Chitin Carapace Virulent Maw: This is a natural, head-mounted shooting weapon. When used by a Chaurus, it has the following profile: Fire and Charge 1, S1 AP0, Poisoned(3+), range 12β. When used by Chaurus Reaper, it is instead Poisoned(2+). '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison ====0-1 Slaves==== Slaves may be from any of the ten common races, but the unit must be at least 66% Nord and Orc. +1 pt must be paid for each Argonian, Khajiit, Altmer, and Bosmer. Horde, Infantry 10-80 models per unit, 25mm x 25mm base 2 pts per Slave, 10 for Slavemaster {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Slave | 1 | 1 | 2 | 3 | 1 | 2 | 1 | 2 | 1 | - |- | Slavemaster | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 2 | 6+ |} '''Slave Special Rules:''' Nightmarish Existence: A unit of Slaves containing a Slavemaster is Stubborn. If a unit of Slaves flees, the Slavemaster and any characters attached to the unit are removed from play as casualties. The fleeing unit of Slaves cannot rally, even if caught. '''Slavemaster Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Slavemaster Special Rules:''' Twisted Souls Unimaginable Cruelty: If the unit fails a morale check, and contains a Slavemaster, you may remove d3 slaves as casualties to reroll the morale check(you must abide by the second result). The Slavemaster may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts *Shield +1 pt *Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt *Spell: Frostbite or Sparks +2 pts The Slavemaster may replace their Hand Weapon with: *Poisoned(4+) Dagger (free) *Poisoned(4+) Spear +1 pt The Slavemaster may upgrade his Chitin Armour to Hardened Chitin for +2 pts The Slavemaster may take up to 5 pts of magic items from the armory where appropriate. ===Elite=== ====Spidermasters==== Skirmish, Infantry, Monstrous Cavalry 1-3 Spidermasters, 0-10 Frostbite Spiders per unit(see profile below). Spidermasters and their monstrous mounts use 50mm x 50mm bases. 65 pts per Spidermaster {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spidermaster | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 8 | 2 | 6+ |- | Giant Spider | 2 | 2 | 6 | 5 | 3 | 4 | 3 | 8 | 0 | - |} Profile(Spidermasters): '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath The entire unit may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon +1 pt per model *Spell: Frostbite or Sparks or Bound Sword +2 pt per model The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model Profile(Giant Spiders): '''Wargear:''' Frost Fangs: These count as a hand weapon poisoned with Frostbite Venom. '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath Cave Crawlers: Frostbite Spiders treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal. Spider's Web: If a unit directs any of its attacks in close combat against a unit containing one or more Frostbite Spiders, it gets -1 Initiative until end of turn. Multiple instances of this effect on any one unit do not stack. Webspittle: Shooting attack. Move and Fire 1, S2 AP0, range 18β. Units hit count as caught in the Spider's Web(see above) this turn. Giant Spiders cause Fear. [[Image:FalmerDeepcrawler.jpg|thumb|475px|right|]] ====Deepcrawlers==== Falmer, Horde, Scuttling Cavalry 3-10 models per unit, may take 0-5 Chaurus(not Reapers), see profile above Deepcrawlers use 25mm x 50mm bases. 24 pts per Deepcrawler {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Deepcrawler | 3 | 3 | 3 | 4 | 2 | 3 | 1(2) | 6 | 2 | 4+ |- | Raid Master | 3 | 3 | 4 | 4 | 2 | 3 | 2(3) | 7 | 2 | 4+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour The entire unit is mounted on Chaurus Reapers. Each model's Chaurus Reaper may use the following ranged spittle weapon at BS2: *Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12β, in addition to the unit's other ranged weapons. '''Special Rules:''' Twisted Souls, The Hordes Beneath, Character(Raid Master) One model may be upgraded to Raid Master for +16 pts The entire unit may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon +1 pt per model *Spell: Frostbite or Sparks or Bound Sword +2 pt per model The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model The Raid Master may take up to 15 pts of magic items from the armory where appropriate. ====Gloomweavers==== Falmer, Skirmish, Infantry 5-20 models per unit, 25mm x 25mm base 16 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Gloomweaver | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 7 | 3 | 6+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath Shroud of Darkness: Gloomweavers, and any attached Shadowmaster, have Chameleon(+1) Any number of Gloomweavers may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model *Spell: Frostbite or Sparks +2 pt per model *Poisoned(4+) Blowgun for +3 pts per model The entire unit may replace their Hand Weapon with: *Poisoned(4+) Dagger (free) *Poisoned(4+) Spear +1 pt per model The entire unit may replace 4+ Poison on a weapon with Frostbite Venom(free) Each model may take a Destruction, Alteration, Conjuration, Restoration or Mysticism spell cast on 13+ or lower For every 5 models, one model may take any additional spell for +8 pts For every 5 models, one model may put a unique poison on a weapon: *Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon *Steelbane Acid, Lingering Death +6 pts per weapon *Mindbreak Poison +4 pts per weapon For every 5 models, 1 model may take up to 15 pts of magic items from the armory where appropriate Any number of Gloomweavers may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model, or choose not to use armour at all for free. [[Image:FalmerWretch.jpg|thumb|400px|right|]] ====Wretches==== Falmer, Horde, Infantry 10-40 models per unit, 25mm x 25mm base 10 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Wretch | 2 | 0 | 4 | 4 | 1 | 3 | 2 | 2 | 0 | - |} '''Special Rules:''' Twisted Souls, Fearless, The Hordes Beneath Feral: Wretches' insane craving for flesh make them a threat to friend and foe alike. Wretches are Frenzied, and can never be shaken from their Frenzied state. However, they cannot hold objectives or be joined by Independent Characters under any circumstances. Nor do they allow nearby models with Beasts of the Sightless Realm to use their Leadership. ====Trappers==== Falmer, Skirmish, Infantry 5-12 models per unit, 25mm x 25mm base 12 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Trapper | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 2 | 6+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath Trap Riggings: When it is your turn to deploy, for each unit of Trappers in your army, you may declare a Trap to be set. Write down secretly which type of Trap is to be used, and the reveal it to your opponent when it first comes into effect. Volley Trap: A tripwire releases a flurry of poisoned darts against the enemy. When you deploy this trap in secret, write down which piece of area terrain the trap is in. The first time a unit moves into, out of or through that piece of terrain, reveal the trap to be in it: the unit must take an initiative test on its lowest value. If it fails, it takes 3d6 S2AP2 Poisoned(4+) hits. If it passes, the trap has no effect. Pitfall Chasm: Pits are dug, leading into rock crevices, spikes, or perhaps even the abyss. When you deploy this trap in secret, write down which piece of area terrain the trap is in. The marked terrain is to be treated as Dangerous Terrain for the duration of the game(reveal it to be so once necessary). Expanded Tunnels: The Trappers have made use of a precise network of tunnels under the entire battlefield. Both the Trapper unit and another unit marked in secret in your army, if arriving via The Hordes Beneath, may re-roll reserve rolls and only roll a single die to scatter. Cripplefoot Snares: Enemy units attempting to charge this unit of Trappers must do so as if through difficult terrain if they contain one or more non-Monstrous Creature, non-Flyer model. Non-Monstrous Creature models and non-Flyer models must take a Dangerous Terrain test when making this charge. Cavalry models must re-roll successful Dangerous Terrain tests on this charge. If a model is wounded by this dangerous terrain test, it loses all charge bonuses. Any number of enemy models in the unit may choose to take an initiative test to avoid taking the dangerous terrain test. If this occurs, the entire unit loses its charge bonuses. Poisoned Stream: The water supply of the enemy has been clandestinely poisoned before the battle. After both armies are deployed, but before Scout moves are made, roll a d6 for each enemy unit. On the roll of a 6, that unit takes d6 S1 Poisoned(4+) hits that ignore armour. Each model may take the following: *Poisoned(4+) Blowgun for +3 pts per model Each model may replace his Chitin Armour with the following: *Hardened Chitin Armour +2 pts per model For every 3 models, one model may put a unique poison on a weapon: *Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon *Steelbane Acid, Lingering Death +6 pts per weapon *Mindbreak Poison +4 pts per weapon ===Support=== ====Frostbite Spiders==== Skirmish, Infantry, Monstrous Creature(Giant Frostbite Spider) 0-3 Giant Frostbite Spiders, 3-20 Frostbite Spiders per unit The smaller Frostbite Spiders use 25mm x 25mm bases. Giant Frostbite Spiders use 50mm x 50mm bases. 8 pts per model(55 pts per Giant Frostbite Spider) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spider | 2 | 2 | 3 | 3 | 1 | 4 | 2 | 5 | 0 | - |- | Giant Spider | 2 | 2 | 6 | 5 | 3 | 4 | 3 | 8 | 0 | - |} '''Wargear:''' Frost Fangs: These count as a hand weapon poisoned with Frostbite Venom. '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath Cave Crawlers: Frostbite Spiders treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal. Spider's Web: If a unit directs any of its attacks in close combat against a unit containing one or more Frostbite Spiders, it gets -1 Initiative until end of turn. Multiple instances of this effect on any one unit do not stack. Webspittle: Shooting attack. Move and Fire 1, S2 AP0, range 18β. Units hit count as caught in the Spider's Web(see above) this turn. Giant Spiders cause Fear. ====Chaurus Hunters==== Skirmish, Scuttling Flyer Beasts 3-15 models per unit, 40mm x 40mm base 35 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Chaurus Hunter | 2 | 2 | 3 | 3 | 2 | 4 | 2 | 5 | 0 | 5+ |} '''Wargear:''' Chitin Carapace Virulent Maw: This is a natural, head-mounted shooting weapon with the following profile: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12β. Stinger Claws: This is a Poisoned(2+) melee weapon that strikes at AP4. '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison ====Skeever Swarm==== Horde, Beasts 3-20 bases per unit, 40mm x 40mm base 16 pts per base {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skeever Swarm | 2 | 0 | 2 | 2 | 3 | 3 | 3 | 3 | 0 | - |} '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath, Swarms Ataxia: This infectious disease carried by Skeevers sickens and weakens the coordination of its victims. If a unit suffers one or more unsaved wounds from a Skeever Swarm, the models in that unit contracts Ataxia at end of turn. You may put a marker on the unit to represent this(multiple cases of Ataxia do not stack). Once per turn, you may force the player controlling that unit to re-roll a single d6 for a unit with Ataxia(or for a model in the unit), other than a roll to wound or a roll to cast a spell. The second result must be abided by. If Ataxia is cured, it no longer affects the unit. ====Spiderling Swarm==== Horde, Infantry 3-20 bases per unit, 40mm x 40mm base 13 pts per base {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spiderling Swarm | 2 | 0 | 2 | 2 | 3 | 4 | 3 | 4 | 0 | - |} '''Wargear:''' Frost Fangs: These count as a hand weapon poisoned with Frostbite Venom. '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath, Swarms Cave Crawlers: Spiderlings treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal. ====Gehenoth==== Skirmish, Monstrous Creature Single Model, 40mm x 40mm base 100 pts {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Gehenoth | 3 | 0 | 6 | 5 | 4 | 3 | 4 | 8 | 0 | 5+ |} '''Wargear:''' Frost Fangs: These count as a hand weapon poisoned with Frostbite Venom. Armored Hide: The Gehenoth has a 5+ natural armor save. '''Special Rules:''' Beasts of the Sightless Realm, Fleet of Foot, Rampage, Fearless. Gehenoths cause Terror. Terror in the Night: The Gehenoth has the Infiltrate special rule. While Night Fighting is in effect, it may Infiltrate up to 6" closer than would normally be allowed, and also has the Hit and Run special rule. ===Special Characters=== ====Vyrthur, Arch-Curate of Auri'El==== Snow Elf(uncorrupted Falmer), Vampire, Independent Character, Infantry, Skirmish 300 pts Vyrthur may be taken as a Hero choice in a Falmer army. Host of the Frozen Chantry: If Vyrthur is taken as a Hero choice, no other Hero Choices may be taken in your army from this army book. Wretches are a Core choice, while Slaves and Warriors are Elite choices. Certain models may be upgraded to Frozen(see below). Vyrthur uses a 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Vyrthur | 6 | 6 | 4 | 4 | 3 | 5 | 2 | 10 | 8 | 4+ |} Wargear: Elven(+1 AP) Dagger of Blizzards, 1x Healing Brew, 1x Magicka Brew, 1x Potion of Invisibility Ancient Falmer Armor: This is Light Armor(4+) that grants Vyrthur a 5+ Ward Save against spell damage. Spells: Lightning Bolt, Frost Cloak, Icy Spear, Ice Storm, Wall of Frost Command Daedra(Cast on 8+), Illusion: during either player's shooting phase. Chose a Daedra other than a Physical God within 6". That model makes a Ld test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, you Command that model until end of turn. Repel Daedra(Cast on 8+), Restoration: during either player's shooting phase. Chose a Daedra other than a Physical God within 6". That model makes a Toughness test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, that model suffers a wound with no saves of any kind allowed. Summon Frost Atronach(cast on 12+), Conjuration: Summons a Frost Atronach. This Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning. Thunderous Quake(cast on 20+), Alteration: Every unit, friend or foe, within 24" of Vyrthur must take an Initiative test on its lowest value. Roll two d6's. Each unit that fails must test for Pinning, is Chilled and Slowed until the end of next turn, and must take 2d6 hits at Strength equal to the first d6 that was rolled, and AP equal to the second. Special Rules: Guardian Stone Blessing: The Serpent Power of the Night: Vyrthur is a rogue Vampire of the Volkihar bloodline. As a result, he follows the normal Vampire rules, and has the following special rules: *Ice Blood: Vyrthur has Feel No Pain against Frost attacks *Vampire's Grasp: Vyrthur's melee attacks have Absorb Health(6+). *Creature of the Night: Vyrthur may attempt to vanish once per game. He may use this ability at the beginning of any phase. When he does, he becomes Invisible until end of turn. *Puppet Mastery: Units of Wretches within 12" of Vyrthur, as well as Vyrthur's summoned Atronachs, may hold objectives. Above the Betrayed: Vyrthur may not join units with Twisted Souls or Beasts of the Sightless Realm special rules, except for Frozen models, whom he may join(even if he would normally not be able to do so). Vyrthur and his unit may never arrive via The Hordes Beneath. Flawless Plans: If a random scenario is rolled to be chosen before the game, an army containing Vyrthur may choose to re-roll the die to choose the scenario. In addition, Vyrthur has the Cover of Darkness rule(see the Warlord entry), and his army may re-roll the die to determine whether or not it will be Night Fighting the first turn(if it is rolled for normally). If it is Night Fighting the first turn, it will always last 3 turns as per the Cover of Darkness rule, and if it is not, then it will always begin Turn 4. Whatever dice are rolled, both players must abide by the second result. Vengeance Upon a God: Due to his centuries of bitter plotting, Vyrthur is Stubborn and has Hatred(Everything!). However, due to his state as a pariah and his monstrous goals, Restoration spells able to harm him re-roll failed wounds against him: the gifts of the gods to mortals strike him with incredible vigor. Frozen Horrors: The labyrinths and arches of the Chantry of Auri'El are dotted with strange sculptures of ice, each a sightless Falmer or a strange beast turned to solid ice. These creatures dwell in endless frozen agony, awakening only to share their suffering with any intruders. For these are Vyrthur's minions, enslaved to his vampiric will. Frozen models gain Feel No Pain, Fearless, and are Immune to Frost, but Flame attacks get +2 to wound against them. Vyrthur may target units locked in combat with them with shooting attacks, and may place templates so that they cover Frozen models, so long as those models are not part of a unit he is attached to. An army containing Vyrthur may upgrade all models in a unit to Frozen, for the following points costs: *Wretches: +3 pts per model *Chaurus: +2 pts per model, +4 pts per Chaurus Reaper *Skeever Swarms: +3 pts per base Vyrthur may purchase Auri'El's Bow and/or Auri'El's Shield from the Artifacts of Tamriel Supplement.
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